Dive Kick? Yun General Discussion Thread

Yun has nasty cross up roundhouse divekicks and medium divekicks. Here’s a fucked up mix up that will destroy shoto players.

Do your bread & butter combo with a medium upkicks as an ender (strong, strong, strong xx upkicks).

Hold Neutral jump and do medium divekick. if they quick rise and you time it right, it gets a nasty cross up that can’t even be DP’d.

IF THEY DON"T QUICK RISE, it gets even nastier. Your medium divekick will whiff, you hold up AGAIN and do a somewhat-delayed roundhouse divekick. it hits deep and you can follow up after with stand jab-stand strong into medium upkicks again. The cross up will look weird and you’ll be super far but it does combo and it looks amazing. Its really strong and i’ve been hitting it against most of the locals around here in nor-cal. Let me know if it works out for you guys.

I think Ken VS Yun is slightly in Kens favor because he has the get out of jail free card with his fierce shoryu game (and he keeps his meter if he hit confirms the first 2 hits of shoryu). But Yun has tricks against ken also, like whiff punishing his whiffed step kicks and putting him in cross up situations where KEN can’t DP. So it’s not too bad, but still tough for Yun in my opinion.

What do you guys think about the new Ultra system mechanics and how they will affect Yun and his match ups?

Red Focus: Since he generally has trouble against Focus in the first place, I don’t think it’s a good look for him. But at the same time, Lunge Punch and Palm are pretty good Focus breakers (at least IMO). Not sure if we’ll see much use of Red Focus from Yun as meter is already so important to Yun. Doesn’t hurt to have that extra option though…
Double Ultra: Pretty useless for Yun. Unless Ultra 2 properties change, I think Yun is going to stick with the more damaging Ultra 1.

Assuming delayed wake up is true: Could be pretty fun. Adds another layer to the dive kick set ups, which could lead to crazy wake up mind games.

What do you guys think?

If his U2 gets buffed, which i assume it will… with double ultra could be monsterous against fireball characters… specifically akuma lol but i’d assume he would still use U1 90% of the time

For the dual ultra option…So we can have even more ways to get in the ass? K, thxs capcom.

I’ve been on a marvel binge lately, so I haven’t come in here too much.

Thinking back on the Seth/Ken matchups, I probably still feel the same way about them honestly. I’d probably say that Ken-Yun is in Ken’s favor slightly.

With Seth, the only time I really have trouble vs. him is when he has meter. It’s because the DP/throw mixup is really good, and it also makes his defensive options super safe. When he doesn’t have meter, I feel like one wrong read by him and Yun ends him faster than if Seth gets a good read on Yun. I remember the Breaker had a good write up on the matchup as he used to play both characters, so I will see if I can find that and quote it here.

With Ken, step kick is annoying, yes. I just look to stay outside of it’s range in the neutral and try and whiff punish it honestly. It controls the pace of the match really well, and it starts his offense easily due to if it hits, you have to really watch yourself. I did want to correct something though. You can safe dive Ken’s reversals in the corner off of throw and mk dp, with frame advantage on hit to combo afterwards(check the first post in the safe jump thread).

As for the new mechanics, red focus should be irrelevant to Yun honestly. I feel like that you could focus break it super easily because of what Yun’s breakers are. I guess in some matchups it would be useful on the other hand, but I don’t think anyone would want to use this against Yun personally unless they want to get a quality punish on U1 mid game. Double ultra seems kind of not useful for Yun either. Even if they do things to U2, I feel like U1 is still the better Ultra regardless. Delayed wake up would buff all dive kick characters by default if they put it in there because it would give them a lot more time to set up.

Personally, I would like them to alter the recovery slightly on Yun’s dive kick. One thing that makes me annoyed is when I know I hit a dive kick on block at a really good height to continue pressure strings, only to have super fast 3 framers still force me into block stun. I feel like if the recovery was reduced slightly(not like vanilla AE, but just by 1-2 frames), he would be alright. As I said before, Yun does more damage with the more meter is available to him, so a damage boost wouldn’t really be needed if you are doing optimal stuff. He builds meter like a monster, so you technically should have it available.

I also played the Chun and Blanka matches last night a bit. To be honest, I feel like Yun has trouble with characters that have good mid range pokes that have a middle ranged hitbox to them. What do you guys think about these? Chun feels even, and Blanka seems like it’s in his favor slightly in my opinion.

Am glad someone agrees with yun having 1-2 frames less landing recovery on his divekicks.Chun is fair Mu for now they will up her damage and give her a knockdown fireball(i think).Blanka has almost every thing to stop yun&yang from jumping.You have to beat him mainly on the ground and grab tech him(hard to do).

yes the landing recovery needs to reverted back to ae!!

He guys, what if they buff Yun ex command throw to have more reach than Ryu crMK? will that be good?

no.

Reducing Yun dive kick recovery to 5 frames does absolutely nothing. I did some testing on the pc a long time ago when capcom suggestion thread was open. The proper balance is to keep the height restriction and revert the recovery back to 4 frames with lower block/hit stun like AE2011.

I found a way to up the damage in Genei from a normal xx lp shoulder.

Pretty much, instead of going into st. hk from the activate, just link a mp shoulder. This gives great corner push if midscreen, scales a lot better, and gives you a proper ender for all 4 ending routes(hk upkicks, sweep, dive, FenTamu reset[ending your route early with j. mp/mk, meaty palm before time ends]).

Pretty much, after you activate, buffer the motion for the mp shoulder while the screen is dark, then double tap mp. Here are some routes for you to look at.

[midscreen, started from middle of the stage](far st. mp/cr. mk/close st. mp/close st. hp) xx lp shoulder xx GJ, mp shoulder, hop kick x 2, kara palm, hop kick, [far st. hp, hop kick] x 2, far st. hp, st. hk, [ender]

[corner](far st. mp/cr. mk/close st. mp/close st. hp) xx lp shoulder xx GJ, mp shoulder, kara palm, hop kick, kara palm, hop kick, [far st. hp, hop kick] x 2, far st. hp, st. hk, [ender]

To do the FenTamu reset from these, in the parts where you would do [far st. hp, hop kick] twice, do one rep, then do far st. hp x 2, st. hk, j. mp/j. mk, then go for the meaty palm. Even before you attempt this, you get really good damage off of them.

There is another cool thing you can do with this knowledge. You can instead opt to do link a lp shoulder on activation, keeping them grounded. You can then attempt a kara command grab if you wanted to as when you input the motion, you will be in the perfect range for it to grab them as their hitstun ends. You can also link lp and I think mp lunge after activation too, keeping them grounded as well. I would go for damage in most cases, but it’s good to know if you do a 3-5 hit confirm into Genei.

Finally, the totals I got from doing the highest damaging starter (close st. hp) to the highest damaging ender (hk upkicks) are 486ish midscreen and 498 in the corner.

Hope this helps!

Don’t forget that Yun’s St. Jab frequently whiffs on crouching blanka

So i just found out that palm fadc ultra works everywhere, is there any other random tech like this?

Well its not even useful, you have to be in their face when the palm hits.

Just wanted to let people know that I will be putting up the various examples of maximizing your Genei Jin damage up soon along with some examples of some new set ups I have been working on.

I’ve been working on matchup numbers for Yun as of late, but I’m just about done with em. Probably the middle of next week I will start putting up footage.

Yun forums have become a sad empty place recently…

I recently picked up Yun and I’m currently learning some of his BnB combos as well as how to use his basics.

I have a big problem with his cr.MP > cr.MP > s.MP > HK DP
It is okay, when im standing left, facing the right edge of the screen, but its very random when Iam on the opposite side.

Here is what I do, pretending I stand on the left side.

I crouchblock and do the two cr.MP, then I release the stick and do the s.MP. I quickly toss the stick two times in the right corner to get out the DP shortcut. It normally works without any problems.
If Iam standing on the other side, the randomness starts.
I do exactly the same in the beginning, cr.MP, release the stick and do the s.MP. Because Iam not able to input the same shortcut for the DP I use on the other side exactly enough, I have to input left, down, left-corner, HK, to perform the DP. But it is just to fast to do it precisely and so Iam stuck on 50% success, which is not exactable.

So my question is, is there any way I could make my life easier?

Also I would love to know Yun’s basic engage options and how to behave after knockdowning the opponent (especially the possible safe jumps…)

Hope thats not too much :slight_smile: thanks in advance

when i do that particular B&B or end it with a light shoulder, i’m pretty much holding down forward, in oppose to you using down back. That way i’m already in an easier position to do a DP motion, or a DP shortcut even—This being because when i stand, i’m already holding forward, thus i only have to slide it up to get the ST. MP out, and then i’m already in position to do the DP.

But i’m sure everybody has their own techniques

I used to have problems doing st.mp xx hk upkicks because i’ve only played chars that never had a dp motion, did the motion too fast and got a cr.mp.
You can hold forward during the st.mp and a d,df after. Think of it as a st.mp and holding forward, then another quarter circle forward, very natural. Personally i never bothered to “learn” the shortcut as i found it unintuitive, though it does have advantages aside from mashing through untrue blockstrings, anti air dp from a crouching positioon to give more time for example. Anyway i advise you to do the proper motion from a standing position, the shortcut comes naturally when you do the “proper” motion from a crouching position. Having to discern between two different ways of inputting a dp depending on if you are crouching or standing is just another hassle when going for consistency…but that is just my opinion.

idk how everybody keeps saying yun is top tier but i’ma cammy player looking to play against a great yun & see how good i know tht match-up

Any reason why LP Lunge punch whiff so often against Cody after EX Upkicks ?